Players
Handbook Errata
The second
printing of the new Players Handbook is on its way to stores,
and weve made a number of corrections. For those of you who bought the
first printing, check out this complete list of errata so you can be sure
to have the official rulings right at your fingertips.
Special
thanks to Scott Broadbent for his help in compiling this update.
PHB
Clarifications
Players
Handbook Errata -- Introductory Material
- Page
4: Change the 7 inside the circle to a 6
- Page
5: Change the 7 inside the circle to a 6
- Page
5: Change the 6 inside the circle to a 7
- Page
5: Change 6. Select a Feat to 7. Select a Feat. Move this header and this
paragraph so that they come right before 8. Review Description.
- Page
5: Change 7. Select Skills to 6. Select Skills. In the second paragraph
under this header, change Table 5-2 to Table 4-2 and change Chapter 5
to Chapter 4.
Players
Handbook Errata -- Chapter 1
- Page
8, Table 1-2: change Ghost to Shadow
- Page
9, Table 1-3: change Green slime to Shrieker
- Page
10, column 2, fifth bulleted paragraph: Insert at end of sentence: per
day for each damaged ability.
Players
Handbook Errata -- Chapter 3
- Page
32, column 1 bottom half, Chaotic, Evil, Good, and Lawful Spells: change
last sentence of this paragraph to read: Spells associated with the alignments
of chaos, evil, good, and law are identified as such on the "School,
Subschool and Descriptors" line of the spell description.
- Page
35, column 1 top, Chaotic, Evil, Good, and Lawful Spells: change last
sentence of this paragraph to read: Spells associated with the alignments
of chaos, evil, good, and law are identified as such on the "School,
Subschool and Descriptors" line of the spell description.
- Page
35 paragraph 4: replace 3rd and 4th sentences with the following: It can
have up to 2 Hit Dice. (While the druid is 1st level, this particular
animal is loyal enough to stay with her, even though an adventuring druid
usually can only maintain animal friends whose Hit Dice total up to her
level.) Alternatively, the druid may have more than one animal companion
provided the animals total Hit Dice dont exceed 2.
- Page
39, column 2 top: Change second sentence: There is no such thing as an
off-hand attack for a monk striking unarmed.
- Page
39, column 2 middle: Change 2 sentences above table: Usually, a monks
unarmed strikes deal normal damage, but she can choose to deal subdual
damage instead with no penalty on her attack roll. She has the same choice
to deal normal or subdual damage while grappling (see Grapple, page 137).
- Page
40, column 1: also, insert at end of paragraph: per day for each damaged
ability.
- Page
40, column 2, Perfect Self: add to end of paragraph: Unlike other outsiders,
the monk can still be brought back from the dead.
- Page
48, column 1, Crippling Strike: insert of temporary Strength damage
- Page
50 column 1 bottom: change the example sentence to read as follows: For
example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard
spell (one not on the wizard/sorcerer spell list in this book) could select
that spell . . .
- Page
51, column 2, Speak with Master paragraph: also, move this paragraph ahead
of Speak with Animals of Its Type
Players
Handbook Errata -- Chapter 4
- Page
63, Alchemy, Special: insert new paragraph after first paragraph: This
skill cannot be used to brew potions. (See the Brew Potion feat, page
80.)
- Page
63, Alchemy, Special, last para: change so it reads: Gnomes get a +2 racial
bonus on Alchemy checks because of their sensitive noses.
- Page
66, column 2, table: change 15 +2/Str bonus to 15 + (2 x Str bonus)
- Page
70, Innuendo, Retry: delete receiving or
- Page
70, Innuendo, Special: delete (but not receive)
- Page
70, Innuendo, Special: also, delete receive or
- Page
70, column 2, 1st paragraph under table: add to end of paragraph: , but
not the maximum distance.
- Page
73, column 1, table: change note so it reads: *Dwarves (even if they are
not rogues) can use Search to find traps built into or out of stone.
- Page
74, Spot, Retry: insert after 1st sentence: The Dungeon Master may call
for Spot checks to determine the distance at which an encounter begins.
Players
Handbook Errata -- Chapter 5
- Page
78, column 1 middle: insert new paragraph after Wands: line: Zero-level
spells are considered to have a spell level of 1/2 for the purpose of
this calculation.
- Page
78, column 2 near bottom: add to end of Benefit paragraph: If you have
the same feat more than once, its benefits do not stack unless indicated
otherwise in the description. In general, having a feat twice is the same
as having it once.
- Page
81, column 1, paragraph 3: change so it reads: Special: The Combat Reflexes
feat does not allow a rogue to use his opportunist ability (page 48) more
than once per round.
- Page
85, Stunning Fist: insert new paragraph at end of description: Special:
Attacks using Stunning Fist are in addition to any stunning attacks already
possessed by a character such as a monk.
- Page
85, Toughness: add to end of Special paragraph: Its effects stack.
Players
Handbook Errata -- Chapter 7
- Page
99, bottom half of table: change weight of Sword, two-bladed from 30 lb.
to 15 lb.
- Page
105, column 2 top: replace text of sidebar with the following: Armor for
unusually big creatures, unusually little creatures, and nonhumanoid creatures
has different prices and weights from those given on Table 7-5: Armor.
Armor for Gargantuan and Colossal creatures must be specially made and
has no standard price or weight.
Humanoid
Non-Humanoid
Size Price Weight Price Weight
Up to Tiny* x 1/2 x 1/10 x 1 x 1/10
Small x 1 x 1/2 x 2 x 1/2
Medium-size x 1 x 1 x 2 x 1
Large x 2 x 2 x 4 x 2
Huge x 4 x 5 x 8 x 5
- Page
114, Table 7-9: add a line under this table: * No weight worth noting.
- Page
114, Table 7-9: add a column to the right side of the Special Substances
and Items table, reading as follows:
Weight
1 lb.
1 lb.
*
1 lb.
1/2 lb.
1 lb.
4 lb.
1 lb.
*
- Page
114, Spell, end of 2nd paragraph: insert suffers, plus 25 gp for the holy
water, for
- Page
114, Table 7-10: delete 1/4 (three places)
Players
Handbook Errata -- Chapter 8
- Page
126, column 1: add new paragraph after 1st paragraph: Alternatively, you
may make a normal unarmed attack while holding a charge. If the attack
hits, the spell discharges.
- Page
126, column 2 Double Move, end of 2nd paragraph: change first threatened
space to second threatened space
- Page
127, column 1 middle: insert you cant both move and attack unless
you perform a partial charge. If an action
- Page
140, column 1, Commanded: delete second paragraph (begins with Alternatively)
Players
Handbook Errata -- Chapter 9
Page 141 column 2, Weight:, end of paragraph: Insert Carrying Loads. A
medium or heavy load counts as medium or heavy armor for the purpose of
abilities that are restricted by armor. Carrying a light
- Page
143, Table 9-6: change carrying load numbers as follows:
101-300
to 151-450
134-400 to 231-690 (Light warhorse)
134-400
to 201-600 (Heavy horse)
174-520
to 301-900
44-130 to 76-225
51-150 to 101-300
94-280 to 231-690
Players
Handbook Errata -- Chapter 10
- Page
147 column 2 bottom: change the last three sentences to read as follows:
She chooses to have the dog materialize on the opposite side of the hobgoblin
from Lidda. One round later, when Mialee is done casting the spell, the
dog appears. It attacks immediately and gets a +2 bonus on its attack
because it is flanking the hobgoblin. On Liddas next turn, she makes
a sneak attack against the hobgoblin and brings it down. The dog disappears
at the start of Mialees next turn because the spell that conjured
it lasts only 1 round for a 1st-level caster.
Players
Handbook Errata -- Chapter 11
- Page
160 column 2 middle, Control Water: Change to read Raises or lowers bodies
of water.
- Page
161 column 2 near bottom, Control Water: Change to read Raises or lowers
bodies of water.
- Page
162, column 1, Wall of Stone: change 20 hp/four levels; to Creates a stone
wall that
- Page
162, column 2, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
- Page
163 column 2, Wall of Stone: change 20 hp/four levels; to Creates a stone
wall that
- Page
163 column 2, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
(two places)
- Page
165 column 1 top: move equal to your level so it reads: resistance bonus
equal to your level on her next saving throw.
- Page
165 column 2 top: change so it reads: For a total time per day of 1 round
per your cleric level, you can act
- Page
166 column 1 top, Control Water: Change to read Raises or lowers bodies
of water.
- Page
166 column 1, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
- Page
167 column 1, Wall of Stone: change 20 hp/four levels to Creates a stone
wall that
- Page
167 column 1, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
- Page
168 column 2 near bottom, Web: change 10-ft. cube/level to 20-ft.-radius
spread
- Page
168 column 2 bottom: insert in front of Darkness: Continual Flame. Makes
a permanent, heatless torch.
- Page
170 column 1, Wall of Stone: change 20 hp/four levels to Creates a stone
wall that
- Page
170 column 2 near top, Control Water: Change to read Raises or lowers
bodies of water.
- Page
173 column 1: replace Typical tasks sentence with the following: Typical
tasks include attacking, coming when called, guarding a place, and protecting
a character.
- Page
173 column 1 middle: replace the two sentences starting with You can have
with the following: At most, you can have animal friends whose Hit Dice
total no more than twice your caster level (though the demands of adventuring
generally restrict a character to half that number). For example, a 3rd-level
druid could use this spell to win the friendship of an animal of 6 HD
or less, but an adventuring druid would only be able to maintain an animal
of 3 HD as a friend. An adventuring 5th-level ranger would generally be
able to maintain animal friends whose HD totaled 2 or less.
- Page
179 column 1 bottom half: change the sentence that begins with All the
assistants to: Since the assistants spells are cast simply to improve
the caster level of the caster of the binding spell, saving throws and
spell resistance against them are irrelevant.
- Page
187 column 3, Contingency 1st para: change companion spell and the spell
it is to bring into effect to contingency spell and the companion spell
- Page
198, column 1, Doom: change The subject suffers to The subject is shaken,
suffering
- Page
198, column 1, Doom: delete weapon damage rolls, ability checks, skill
- Page
199 column 3, Energy Drain: add to end of last paragraph: for 1 hour.
- Page
200 column 1 top, Enervation: add to end of paragraph: for 1 hour.
- Page
200 column 3 line 7: change perform any action to do anything
- Page
200 column 3 line 13: insert end the spell by jeering and heckling. This
check
- Page
205 column 2 middle: insert "Attuning" to an individual usually
- Page
209 column 2 middle: change The number of vermin and the HD to which they
can be grown to The HD to which the vermin can be grown
- Page
209 column 3, Glyph of Warding: change Duration to Permanent until discharged
- Page
217 column 3, Insect Plague, Effect: change wide and up to 60 ft. high
to in diameter
- Page
218 column 2 top: delete Only creatures with no visible form, such as
an invisible stalker, remain invisible.
- Page
219 column 1 top: change Target: 5 lb. of touched wood/level to Effect:
An ironwood object weighing up to 5 lb./level
- Page
224 column 2 line 5: replace the sentence that begins You keep most with
the following: You keep your Intelligence, Wisdom, Charisma, level, class,
base attack bonus, base save bonuses, alignment, and mental abilities.
The body retains its Strength, Dexterity, Constitution, hit points, natural
abilities, and automatic abilities. For example, a fishs body breathes
water and a trolls body regenerates. A body with extra limbs does
not allow you to make more attacks (or more advantageous two-weapon attacks)
than normal. You cant choose to activate the bodys extraordinary
or supernatural abilities. The creatures spells and spell-like abilities
do not stay with the body.
- Page
237 column 1 top: change the sentence that begins Natural abilities include
armor to the following: Natural abilities include armor, natural weapons
(such as claws, bite, swoop and rake, and constriction; but not petrification,
breath weapons, energy drain, energy effect, etc.), and similar gross
physical qualities (presence or absence of wings, number of extremities,
etc.). A body with extra limbs does not allow a character to make more
attacks (or more advantageous two-weapon attacks) than normal.
- Page
238 column 1, Prayer: change 1st sentence of description to read: You
bring special favor upon yourself and your allies while bringing disfavor
to your enemies.
- Page
242 column 2 near top: change the sentence that begins A character with
spellcasting capacity to the following: A spellcasting creature that doesnt
prepare spells (such as a sorcerer) has a 50% chance of losing any given
unused spell slot as if it had been used to cast a spell, in addition
to losing spell slots for losing a level.
- Page
242 column 2 middle, 1st line of table: insert on any attack roll
- Page
245 column 1, Remove Paralysis: change third sentence of description to
read as follows: If cast on two creatures, each receives another save
with a +4 resistance bonus against the effect that afflicts it.
- Page
246 column 3, Rope Trick: replace all the text from You and seven others
to the end of the page with the following: Creatures in the extradimensional
space are hidden, beyond the reach of spells (including divinations),
unless those spells work across planes. The space holds up to eight creatures
(of any size). Creatures in the space can pull the rope up into the space,
making the rope "disappear." In that case, the rope counts as
one of the eight creatures that can fit in the space. The rope can support
up to 16,000 pounds. A force greater than that can pull the rope free.
- Page
247 column 1 line 6: insert rope. The window is present in the Prime Material
Plane, but its invisible, and even creatures that can see it somehow
cant see through it. Anything
- Page
248 column 1, paragraph 2 under table: change The following spells can
be cast through to You may cast the following spells through
- Page
248 column 2, Secret Page, paragraph 2: change speaking a special word,
perusing the actual page, and then returning it to its secret page form
to speaking a special word. You can then peruse the actual page, and return
it to its secret page form
- Page
249 column 1, Sepia Snake Sigil, 1st para: Replace first two sentences
with the following: When you cast sepia snake sigil, a small symbol appears
in the text of one written work such as a book, scroll, or map. The text
containing the symbol must be at least twenty-five words long. When anyone
reads the text containing the symbol, the sepia snake springs into being
and strikes the reader, provided there is line of effect between the symbol
and the reader. Simply seeing the enspelled text is not sufficient to
trigger the spell; the subject must deliberately read the text. (Original
text resumes with The target is entitled)
- Page
250 column 2 Shambler, line 2: change mounds of 11 HD. to mounds with
11 HD each.
- Page
253 column 3, Soften Earth and Stone: middle of 4th paragraph: rearange
to read worked stone, cavern ceilings, or vertical surfaces such as cliff
faces can be affected.
- Page
258 Summon Monster I, change first two paragraphs of description to read:
This spell summons an outsider (extraplanar creature). It appears where
you designate and acts immediately, on your turn. It attacks your opponents
to the best of its ability. If you can communicate with the outsider,
you can direct it not to attack, to attack particular enemies, or to perform
other actions.
- The
spell conjures one of the creatures from the 1st-level list on the Summon
Monster table below. You choose which creature to summon, and you can
change that choice each time you cast the spell.
- Page
260 Summon Natures Ally I: change spell description to read: This
spell summons a natural creature. It appears where you designate and acts
immediately, on your turn. It attacks your opponents to the best of its
ability. If you can communicate with the creature, you can direct it not
to attack, to attack particular enemies, or to perform other actions.
- The
spell conjures one of the creatures from the 1st-level list on the Summon
Natures Ally table below. You choose which creature to summon, and
you can change that choice each time you cast the spell. All the creatures
on the table are neutral unless otherwise noted.
- Page
272 column 2, Whispering Wind, Duration: change to read as follows: No
more than 1 hour/level or until discharged (destination is reached)
Players
Handbook Errata -- Appendix
- Page
278 column 2, flank: change first sentence to read as follows: To be directly
on the other side of a character who is being threatened by another character.
- Page
281 column 1: insert the following text between scry and shield bonus:
shaken: Mildly fearful. A shaken character suffers a -2 morale penalty
on attack rolls, checks, and saving throws.
ver 2.0